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[Asset] Unified 3D asset importer (on behalf of Noa7/Noah7071) #2163
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Some files not needed, like the workspace.db (couldn't add a comment to that binary file).
@@ -3,4 +3,5 @@ public static class DiagnosticCategory | |||
{ | |||
public const string Serialization = "Serialization"; | |||
public const string LinkFormat = "https://doc.stride3d.net/latest/en/diagnostics/{0}.html"; | |||
|
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Unnecessary change.
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Done!
/* var showFbxDedupeNotSupportedWarning = showDeduplicateMaterialsCheckBox && files.Any(x => ImportFbxCommand.IsSupportingExtensions(x.GetFileExtension())); | ||
*/ |
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Remove code instead of commenting it out.
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Done!
sources/editor/Stride.Core.Assets.Editor/Stride.Core.Assets.Editor_5yobaqbr_wpftmp.csproj
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sources/engine/Stride.Assets.Models/Stride.Assets.Models.csproj
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Thanks again @Noah7071 - didn't go too deep into the review yet, just did a quick test using the animation sample. |
sources/engine/Stride.Assets.Models/Stride.Assets.Models.csproj
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Done, Reverted. |
* Remove docs, has been moved to Stride docs repo * [OpenXR] Fixes build on graphics APIs other than D3D11 This build regression was introduced by previous commit d72aef5 * Update samples to Stride 4.2 (stride3d#2132) * [Samples] Update to 4.2 * [Samples] Remove Newtonsoft.Json dependency in CSharpIntermediate * [Tests] Fixes random test failures (stride3d#2133) * [Tests] Fixes random test failures Some of the tests in Stride.GameStudio.Tests must not run in parallel as they access a shared class which is not thread safe. * Sets wait time in TestFileVersionManager to 500ms (from 200) Should make it less likely that unit tests on teamcity fail. * Repair projectwatcher (stride3d#2106) * use positive 77 * repair projectwatcher * remove unused line * undo -77 change * undo -77 * order usings * fix formatting * remove unused solution * remove unused async * use previous cancelation method * remove extra task * add check to not throw assembly changes away * rework distribution of assemblychanges * remove unused using * add broadcast back in * remove assembly broadcast * add cancelation * replace cancelation location * improve if nesting * improve naming, fix reload on new references * fix loading chain of assets * refactor * [Editor] Refactor initialization of CodeViewModel --------- Co-authored-by: IXLLEGACYIXL <[email protected]> Co-authored-by: Nicolas Musset <[email protected]> * [OpenVR] Adds a minimal API to request and control Passthrough (supported by OpenXR) https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_FB_passthrough * [OpenXR] Makes device construction internal and improves exception messages of new StartPassthrough method * docs: update README.md [skip ci] * docs: update .all-contributorsrc [skip ci] * docs: update README.md [skip ci] * docs: update .all-contributorsrc [skip ci] * docs: update README.md [skip ci] * docs: update .all-contributorsrc [skip ci] * docs: update README.md [skip ci] * docs: update .all-contributorsrc [skip ci] * docs: update README.md [skip ci] * docs: update .all-contributorsrc [skip ci] * docs: update README.md [skip ci] * docs: update .all-contributorsrc [skip ci] * [Assets] Prevent crash of the assets compiler when an assembly cannot be fully loaded. (stride3d#2144) Fixes stride3d#2140 * [Build] Remove stylecop (stride3d#2105) Co-authored-by: IXLLEGACYIXL <[email protected]> * [Presentation] Rework AssetViewModelAttribute * [Editor] Cleanup * [Assets] Mark Editor as obsolete on AssetViewModel * [Editor] Make Asset property public on all editors * [Editor] Make IAssetEditorsManager a service * [Editor] Keep track of asset/editor association in AssetEditorsManager * [Editor] Add a method to find an opened editor * [Editor] Change binding logic in editor views The default DataContext is now the editor instead of the asset * [Editor] Update sprite editor bindings * [Editor] Update UI editor bindings * [Editor] Update entity hierarchy editor bindings * [Editor] Update script editor bindings * [Editor] Update graphics compositor editor bindings * [Editor] Removed pointless constraint on column width Which is also spamming the console with binding errors. * [Editor] Remove editor-related properties from AssetViewModel * [Editor] Rework AssetEditorViewModelAttribute - add AssetEditorViewAttribute - rework view creation and initialization * [Editor] Make AssetEditorViewModel.Asset property virtual C# has covariant return types since version 9 * [Editor] Rework plugins initialization * [Editor] Rework AssetPreviewViewModelAttribute & AssetPreviewAttribute - add AssetPreviewViewAttribute to break the dependency between a preview and its UI-dependent view * [Editor] Fix initialization of SpriteSheetEditorViewModel returning false * [Editor] Make Stride.Core.Presentation.Quantum cross-platform * [Editor] Make Stride.Core.Assets.Quantum cross-platform * [Editor] Do not load StrideDefaultAssetsPlugin from module. It currently hardcodes loading the templates from a package which causes some tests to fail. Partially reverts c98c72e * feat: Release.yml added for PR categorisation (stride3d#2137) * feat: Release.yml added for PR categorisation * Categories updated * [Editor] Fix scene editor loading screen * [VR] feat: Add haptic support to OpenVR and Oculus runtimes (stride3d#2169) Co-authored-by: Eideren <[email protected]> * [Audio] Audio emitter multiple references to same asset bugfix (stride3d#2176) Co-authored-by: Eideren <[email protected]> * Use correct destination path in asset import overwrite dialog * Use GetFullPath to correct directory seperator for display * fix: File GraphicsResourceMap.cs without references removed (stride3d#2181) * feat: Update samples/template to top-level statements (stride3d#2187) * Update README.md (prerequisites) * Update README.md (VSIX prerequisites) * [VSPackage] Revert a few package upgrades so that VSIX builds properly * [Presentation] Fix issue with binding quantum nodes when associated name is not found (stride3d#2195) Note: the solution is rather hackish at the moment. To be revisited once we have an Avalonia version. Should we then introduce a service for setting/retrieving the Unset value * fix: [Asset] Unified 3D asset importer (on behalf of Noa7/Noah7071) (stride3d#2163) Co-authored-by: noa7 <[email protected]> Co-authored-by: noa7707 <[email protected]> Co-authored-by: Noah7071 <[email protected]> --------- Co-authored-by: JornosDesktop <[email protected]> Co-authored-by: Elias Holzer <[email protected]> Co-authored-by: Nicolas Musset <[email protected]> Co-authored-by: IXLLEGACYIXL <[email protected]> Co-authored-by: IXLLEGACYIXL <[email protected]> Co-authored-by: Nicolas Musset <[email protected]> Co-authored-by: allcontributors[bot] <46447321+allcontributors[bot]@users.noreply.github.com> Co-authored-by: Jorn Theunissen <[email protected]> Co-authored-by: Marian Dziubiak <[email protected]> Co-authored-by: Vaclav Elias <[email protected]> Co-authored-by: Addison Schmidt <[email protected]> Co-authored-by: Eideren <[email protected]> Co-authored-by: Tim Conner <[email protected]> Co-authored-by: Jakub Ławreszuk <[email protected]> Co-authored-by: xen2 <[email protected]> Co-authored-by: noa7 <[email protected]> Co-authored-by: noa7707 <[email protected]> Co-authored-by: Noah7071 <[email protected]>
PR Details
Replaces the C++/CLI FBX importer with a managed c# one using Assimp
https://opencollective.com/stride3d/projects/fbx-import-cpp-to-c-sharp
Fix #1923
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